SND\rene87_cp 8059966fef add GamePadDPadTest
fix GamePadDPad.ToString()
2011-11-16 21:51:39 +00:00

176 lines
6.6 KiB
C#

#region Using Statements
using System;
using System.IO;
using ANX.Framework.NonXNA;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Input
{
public struct GamePadDPad
{
#region Private Members
private Buttons buttons;
private ButtonState up;
private ButtonState down;
private ButtonState left;
private ButtonState right;
#endregion // Private Members
public GamePadDPad(ButtonState upValue, ButtonState downValue, ButtonState leftValue, ButtonState rightValue)
{
this.up = upValue;
this.down = downValue;
this.left = leftValue;
this.right = rightValue;
buttons = 0;
buttons |= (upValue == ButtonState.Pressed ? Buttons.DPadUp : 0);
buttons |= (downValue == ButtonState.Pressed ? Buttons.DPadDown : 0);
buttons |= (leftValue == ButtonState.Pressed ? Buttons.DPadLeft : 0);
buttons |= (rightValue == ButtonState.Pressed ? Buttons.DPadRight : 0);
}
internal GamePadDPad(Buttons buttons)
{
this.buttons = buttons;
this.up = (buttons & Buttons.DPadUp) == Buttons.DPadUp ? ButtonState.Pressed : ButtonState.Released;
this.left = (buttons & Buttons.DPadLeft) == Buttons.DPadLeft ? ButtonState.Pressed : ButtonState.Released;
this.down = (buttons & Buttons.DPadDown) == Buttons.DPadDown ? ButtonState.Pressed : ButtonState.Released;
this.right = (buttons & Buttons.DPadRight) == Buttons.DPadRight ? ButtonState.Pressed : ButtonState.Released;
}
public ButtonState Down
{
get
{
return down;
}
}
public ButtonState Left
{
get
{
return left;
}
}
public ButtonState Right
{
get
{
return right;
}
}
public ButtonState Up
{
get
{
return up;
}
}
public override int GetHashCode()
{
return (int)buttons;
}
public override string ToString()
{
String buttons = String.Empty;
buttons += this.up == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Up" : "";
buttons += this.down == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Down" : "";
buttons += this.left == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Left" : "";
buttons += this.right == ButtonState.Pressed ? (buttons.Length > 0 ? " " : "") + "Right" : "";
if (String.IsNullOrEmpty(buttons))
{
buttons = "None";
}
return String.Format("{{DPad:{0}}}", buttons);
}
public override bool Equals(object obj)
{
if (obj != null && obj.GetType() == typeof(GamePadDPad))
{
return this == (GamePadDPad)obj;
}
return false;
}
public static bool operator ==(GamePadDPad lhs, GamePadDPad rhs)
{
return lhs.buttons == rhs.buttons;
}
public static bool operator !=(GamePadDPad lhs, GamePadDPad rhs)
{
return lhs.buttons != rhs.buttons;
}
internal Buttons Buttons
{
get
{
return this.buttons;
}
}
}
}